void main()
{
    gl_Position = ftransform();
    gl_TexCoord[0] = gl_MultiTexCoord0;
}

FRAGMENT

uniform sampler2D colorMap;
uniform float x;
uniform float y;
uniform float multi;
uniform float sw;
uniform float sh;



void main()
{

    vec4 col = texture2D(colorMap,gl_TexCoord[0].st) * 0.16;

    col += texture2D(colorMap,gl_TexCoord[0].st + vec2(x*sw,y*sh))*0.15;
    col += texture2D(colorMap,gl_TexCoord[0].st - vec2(x*sw,y*sh))*0.15;

    col += texture2D(colorMap,gl_TexCoord[0].st + vec2(x*sw,y*sh)*2)*0.12;
    col += texture2D(colorMap,gl_TexCoord[0].st - vec2(x*sw,y*sh)*2)*0.12;

    col += texture2D(colorMap,gl_TexCoord[0].st + vec2(x*sw,y*sh)*3)*0.09;
    col += texture2D(colorMap,gl_TexCoord[0].st - vec2(x*sw,y*sh)*3)*0.09;

    col += texture2D(colorMap,gl_TexCoord[0].st + vec2(x*sw,y*sh)*4)*0.05;
    col += texture2D(colorMap,gl_TexCoord[0].st - vec2(x*sw,y*sh)*4)*0.05;
    col *= multi;
    col.a = 1;
    gl_FragColor = col;
    
}
